Piestar:
Very creative of you, given time I'll bet it could have become something really great. Just think, with more supportive friends, you might be putting out 5th Ed. versions of your books.
Heh heh, no. One good aspect of the system was that there was no damage roll. Your weapon did a base amount of damage -- ranging from 2 points for fist to 8 points for great axe -- and then you multiplied that times the "crit number" which was the reciprocal of the fraction you had rolled under. For the less math-inclined, if you were under 1/2 your percent, your crit number is 2. If you were under 1/5 your percent, your crit number is 5. Maximum crit number is 10, so that a roll of 1 doesn't mean 60 times damage.
Armor worked like damage resistance, so would be subtracted from the roll. That's why, when fighting a dragon, say, with an armor of 15, you can't even scratch him with a crit value of 1 or 2, you need to be rolling triple or quadruple damage to hurt him.
This much wouldn't have been so bad. However, I also tried to incorporate hit locations a la early Runequest. It was a hot mess.